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Archai
10-17-2005, 10:18 PM
<DIV>I hear that higher INT will help yield higher DPS post Combat Revamp.</DIV> <DIV> </DIV> <DIV>My question is:</DIV> <DIV>Does the dmg range in the spell description change dynamically with your INT level, or is it fixed to your character level and spell level (ie. 47 Illusionist with Adept III always lists the same dmg range)?</DIV> <DIV> </DIV> <DIV>This info comes into play when choosing between higher dmg spells or higher INT enhancing spells for our Master II upgrades.  Thanks for your help.</DIV> <DIV> </DIV> <DIV>-Alesia, 46 Illusionist Faydark Server</DIV>

Pins
10-17-2005, 10:23 PM
Dynamically.Higher INT, higher the spell will list the damage.

SunT
10-18-2005, 01:05 AM
<P>I have been thinking about how this effects dynatism.</P> <P>If we cast Dyna on a tank or a scout using poison then is it proccing at out INT or thiers?</P> <P>I find my INT maxed out alot as I group often with Fury's.  But the Tank is likely not even close.  Since mine was maxed, I quit casting my INT buff but maybe I should still hit it whenever it refreshes for the rest of the group anyways.</P>

MillsFairchild
10-18-2005, 01:12 AM
Int directly affects the damage output of each spell.  You can try it yourself by mousing over a nuke and observing the listed damage range, then raising your Int (via buffs) and mousing over again.  Higher int = higher damage. There is a cap on it though.  Damage will stop going up when your Int reached 7 times your current level.  So, a level 50's Int damage bonus will max out at an Int of 350. <div></div>

Pins
10-18-2005, 06:45 PM
<blockquote><hr>MillsFairchild wrote:Int directly affects the damage output of each spell.  You can try it yourself by mousing over a nuke and observing the listed damage range, then raising your Int (via buffs) and mousing over again.  Higher int = higher damage. There is a cap on it though.  Damage will stop going up when your Int reached 7 times your current level.  So, a level 50's Int damage bonus will max out at an Int of 350. <div></div><hr></blockquote>7 times level and add in 20 to reach the cap. At least at Level 60, the cap is 440, not 420. With a wizard in my group I hit 446 INT now if I had my pearl ring up, drop my pearl ring buff, and I'm at 424, but damage has been lowered.

ke'la
10-19-2005, 02:15 AM
I though the cap was 7.5 not 7 times lvl? that would explain the loss of damage when droping from 440 to 420.

Jaxidi
10-19-2005, 04:02 AM
<DIV>I think it is either 7x + 20 or 7x + 40.  I have heard very strong cases for both.  I have not yet tested the difference.  But 7x is a tad too low.</DIV>

MillsFairchild
10-19-2005, 04:31 AM
<div></div>Well, here's a strong case for ya... straight from the combat update patch notes.<p><strong><font color="#ffff00">Stats</font></strong></p><ul><li>The effectiveness of Strength, Agility, Intelligence, and Wisdom buffs has been increased. Buffing these attributes provides an increasing benefit up to 7 times the character's level. For example, a level 30 fighter will receive an increasing melee damage bonus up to 210 Strength, while a level 40 wizard will receive an increasing bonus to spell damage up to 280 Intelligence.</li></ul>I'm not saying it's correct.  It's just 'official'.<div></div>

Pins
10-19-2005, 08:04 AM
<P>Did some tests, At Level 60 here are my results(used Fleeting thoughts(53int) so I could move around the cap):</P> <P>at 464 INT, Shimmering Beam M1 does 496-671 Damage</P> <P>at 442 INT, Shimmering Beam M1 does 496-671 Damage</P> <P>at 439 INT, Shimmering Beam M1 does 496-671 Damage</P> <P>at 432 INT, Shimmering Beam M1 does 493-667 Damage</P> <P>at 426 INT, Shimmering Beam M1 does 491-664 Damage</P> <P> </P> <P>Therefore the cap is around 439.  If i had a pocket wizard, I'd do some tests with him as well, since Ice Comet would show greater variance with different INT values.</P>

MillsFairchild
10-19-2005, 10:22 AM
Man... they can't make anything easy, can they?  (7 * lvl) + ~19? Maybe they're factoring in your race's base Intelligence or something.  /shrug <div></div>

GwenRelentless
12-10-2005, 02:51 AM
<P>I have proof that the INT cap is definatly NOT 7 x LvL. </P> <P>I have a lvl 52 Wizard so 7 x 52 = 364 INT. </P> <P>At 363 INT Ice Comet adept 3 does 5134 dmg</P> <P>At 367 INT Ice Comet does 5153 dmg</P> <P>At 369 INT Ice Comet does 5163 dmg</P> <P>If 7x LvL was the cap then increasing int from 367 to 369 would not effect damge, but clearly, at 369 INT, damage increases by 10.  </P> <P>Unfortunatly I can't get my int up any more then 369 without outside buffs but when I'm able to get an INT buff I'll see if i can determine at what INT will damage stop increasing. Untill then, all i can prove is that the cap is not 7 x lvl. </P><p>Message Edited by GwenRelentless on <span class=date_text>12-09-2005</span> <span class=time_text>01:55 PM</span>

SunT
12-10-2005, 03:18 AM
<P>I beleive it is 7X plus 20.  I am not sure what the significance of the 20 is, but that is where mine max out.</P> <P> </P>

Sug
12-11-2005, 03:45 PM
<P>I cant believe you would come here and post Wizard nuke stats.   Dont you realize that Illusionists dont know how to count higher than 3 digits?</P> <P> </P>

Zephanor
12-12-2005, 04:54 AM
<div></div><div></div>LOL! Just when I was feeling good I can hit a mob for around 500 a pop.  Of course our mastery spells can hit for just over 2k on situational mobs at situational times.  My highest magic hit so far is for <span class="field_data_large"> 2,133 damage but seeing that makes my eyes cross. :p</span><p>Message Edited by Zephanor on <span class=date_text>12-11-2005</span> <span class=time_text>06:58 PM</span>

Dufre
12-12-2005, 05:38 AM
<P>I mentioned this in the illusionist channel a couple weeks ago.  After testing different combinations.</P> <P>At lvl 60 the cap is strange.  The cap on int for damage is 439.  When you add 1 more int to 440 you do not get any more damage but you do get 4 more power.  You can use that to change gear to different power gear.  If you are already at 439 int you would probably want to get gear with more power or maybe even wisdom for resist.</P> <P>int 439 cap on damage</P> <P>int 440 you stop getting power for int after this.</P> <P>Now just to figure if the new transient sentiment buffs do anything at all.  I perceive that they are lowering resist but the only real way to test this is probably on orange mobs.  The buffs should also increase damage according to what the different skills say under the 'L' window.</P>

Jaxidi
12-12-2005, 09:11 AM
<BR> <BLOCKQUOTE> <HR> Dufrest wrote:<BR> <P>Now just to figure if the new transient sentiment buffs do anything at all.  I perceive that they are lowering resist but the only real way to test this is probably on orange mobs.  The buffs should also increase damage according to what the different skills say under the 'L' window.</P> <HR> </BLOCKQUOTE> <DIV>If you want to test those buffs, try chain-mezzing a mob over an extended period of time (not my idea but forget who I stole it from).  Should provide you an easy/safe way to test it over a long period of time.  I'm not sure where to suggest finding a good orange mob to try this out on though.  However, if somebody does try this, I'd be interested in some numbers ranging from blue up to orange when you're at 60.  Also, please be sure that you have full int as some people claim that int affects resists as well (I'm doubtful but no reason to add that as another potential variable).</DIV>

Pins
12-12-2005, 11:28 AM
<DIV>Best mob to test it on, the guardian of sky <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />  Easy to get to, no adds, nothing to worry about, just gotta have access, lol.  Maybe i should try it *shrugs*.</DIV>